TELLES0808's Forum Posts

  • How you move your bike? by clicking?

    you can reproduce movements without any behavior, by just updating their own X and Y.

    If so, just make a instance variable for the player bike and then check how click by second the user is doing. Add it to a math to multiply the mouse count by the dt and divided by the time_count (you can use the time_count of the canvas or make another instance variable, where will be updated every second, for example).

    You can make it by many ways.

    If you still needing help, and I think you'll earn something with it, please, read this talk: scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

    Plus, if you still needing help, place a CAPX with the minimal code and objects here and We can make the deal for you.

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  • Also, if you really need to use the solid behavior, pin it to the player.

    You can see it in live and working, plus, download the CAPX, just clicking on my signature.

  • I would like to suggest C2 maintain the last location of the exported folder, because it's a long, long path and every time we leave the software and come back (or it crash) we need to click and click and click again. It's okay if you do 2 or 3 times, but is very expensive in a long day.

  • I think this read can help you: http://www.scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

    Plus, you have to deal with instance variables. Make one instance variable for each individual object you want move separated.

    By checking their ID, only the designated ID will go ahead with the code, and if more than one have their conditional meet, they will have separated instances working in parallel.

    I can't think in other phrase than "encapsulating the event" for this type of solution ^^

    Feel free to ask more, or share your CAPX and we can make the deal for you.

  • <center></center>

    • Without much ado, this is a work in progress;

    Alpha Stage:

    Click Here

    Releases:

    R001 - 2012/09/01 - Alpha Stage launched officially on Scirra;

    R002 - 2012/09/02 - Two new Tutorial level added;

    R003 - 2012/09/03 - The final art of the Earth was done;

    R004 - 2012/09/04 - The final art of the destroied earth was done.

    R005 - 2012/09/06 - Small changes on game-play and a new tutorial section.

    R006 - 2013/03/23 - Updated the code to be compatible with the C2 changes. Implemented the fight system poses, Right click or double touch the screen and discover how to use them while I'm doing the Tutorial for this step ^^

  • I think it can help...

    scirra.com/tutorials/361/understanding-uid-iid-health-of-enemies-and-rocket-smoke-trail

    You can simple make instace variables and conditions where only the instance variable of that specific object can meet.

  • I saw a game before, made with C2, a spaceship cutting the earth to go ahead, but didn't found it anywhere. It was 1 year ago.

  • Not possible, unless R0J0hound knows some magic with the canvas plugin.

    Nothing is impossible...

    scirra.com/construct2/demos/cant-turn-it-off

  • nice site, thank you for sharing =]

  • do global object instance and call it as "Pause Button". Make a specific event sheet for the pause function, place the button on a layout (you don't need to care about this layout, it's only to create the instance on the runtime).

    On the event sheet, make it create the button where you want, then, make it become invisible with events and make some event keys to activate the visibility.

    Call the event sheet on your stage event sheets.

    Well, that's it, if you need more specific description, you should share your CAPX, so, We can make it for you.

  • Share the CAPX and I'll be able to make it for you.

    here is a little sample: scirra.com/arcade/example/1762/simple-rpg-movement-system

    Download the CAPX to see the comments on the code.

  • impressive, good work!

  • Disabling an instance would cause it to become invisible and not be effected by any events until it is enabled again.

    It can be made using simple events.

    Make a Boolean instance variable called ON_OFF inside the instance you want disable.

    Make all the events for this instance check if the variable is ON, set it visible, so, when it's not ON, it'll not reproduce any of the events nested in it.

    Also, make a new event checking if the instance if OFF, when OFF, set it invisible.

    It will affect each instance individually, and only the instances with the variable ON will be affected by the events.

    For more info about how instance variables works, please, read this single tutorial: Understanding UID, IID, Health of Enemies and Rocket smoke trail.

  • Sorry to res this one, but you can tell I used the search function. Rather than spin, how much would it hit performance to have the initial direction of the particle change? I have smoke from a volcano, and each particle looks the same. If I could add a spin to just the initial particle, it would make each one look different.

    This possible?

    As said by Ashley, you will need to do it using a custom event system. Make a spawner instance, and shot the smoke particles as bullets, then, you'll be able to reproduce anything you want.

    The particle feature is only for simple things, because using thousand of particles with several changes happening for each particle can make your game unplayable.

  • Hello folks,

    I was wondering about a "saving" system and figuring out how it's used by Our Community.

    Basically, if you want implement a saving system, you'll have to do a lot of work making arrays, using ajax, etc.

    But, as an old user of RPG Maker, Indie Game Maker (IGM), GM, Stencyl, Express Game Maker, it's pretty deductible C2 will have one later, right?

    Before your comment, let's make the post content clear. Saving system for simple games should work using arrays, etc.

    But when you want make a RPG, where you need to store many type of objects and states, positions, etc, it become very hard, comparing with the other tools.

    So, that's why this suggestion was made.

    If Construct 2 gain a "save state" system, where you can simple make the system flag this event and then save the actual state of the game in a file, like a screenshot, but of the entire state of the game, would be great, easy and very intuitive.

    It'll need to come with a "load state" variable too.

    The intent of this feature is save the game as it's on the engine at the exactly moment of use.

    It's obvious it will need to care about conditionals where it can be used, and a anti spam system to prevent players to click on save 1000 times and crash the game.

    Please, it's not a personal request, I believe it will help a lot of people and make C2 grow more and more.

    When I come here to share something and suggest a new feature, you can be sure of a strongly motivation behind the scene.

    This is a link to the IGM Manual where they talk about the saving system of their game engine: Main link (search for Copy File on the index) or the directly link: Direct link

    nitialize All Memories & Switches

    When turned on, this switch resets the values of all memories and switches to the default settings.

    Save in File

    When turned on, this switch makes the save file (designated by the File Number memory) save the data of designated memories and switches.

    In addition, the number of saved memories and switches is also saved. If the number does not match when the file is next loaded, the Health Data Buffer memory will show an error value (a number other than 0).

    The save folder and save file name will be as follows:

    Save Folder

    If an Exported Game is Played and Saved

    If an exported game is saved during play, the save file is made inside the same folder as the one containing the *.actrom file.

    If Saved During Test Play

    If a game is saved during test play (launched using the Play Button), the save file is placed inside the optimal location such as the ACTKool.tmp folder automatically made inside a temp folder, etc. (The location will depend on the gaming environment.)

    File Name

    If the File Number memory's value is "1": _memory1.actsave

    If the File Number memory's value is "2": _memory2.actsave

    If the File Number memory's value is "3": _memory3.actsave

    If there is no save file by that name in the save folder, a new one will be automatically made.

    Overwriting an Identically Named Save File

    If there is already an identically-named save file in the save folder, the older one will be overwritten. If there are two or more exported games, make a folder for each game and place their *.actrom files in the respective folders.

    Read from File

    When turned on, data is read from the numbered save file designated by the File Number memory.

    Delete File

    When turned on, the numbered save file designated by the File Number memory is deleted.

    Copy File

    When turned on, data from the numbered save file designated by the File Number memory is copied to the numbered save file designated by the File Copy Destination Number memory. If the designated folder is not found, one will be automatically made. If there is already a destination save file by the same name, it will be overwritten.

    If in need of more samples, I can take some screen-shots.

    It and the suggestion about persistent layouts, would work like a charm for who wanna adventure doing RPG games on Construct 2